Engineers The problem with RNG upgrades...

UPDATE: FDev have begun looking at this and other issues in 2.1:
https://forums.frontier.co.uk/showthread.php?t=257892

:) By all means keep your suggestions coming. I will keep this post updated in the hope that they might help. :)

Proposed solutions!

- Limoncello Lizard:
It would be OK if you could keep the previous couple of rolls, so you could choose the best out of three.

- SP4x:
There are fixed improvements that are incremental with the tier of the upgrade along with corresponding drawbacks e.g. longer jump distance but longer FSD charge time. The upgrade still costs time, credits and loot but your time isn't wasted on the roll of the dice. You know what you're going to get for your investment. If an element of RNG was still desired then perhaps only include this in the "Bonus" feature and then only have it cost credits to spin the "Bonus" roulette wheel.
- SP4x (another good idea):
Hey, maybe have both, spacecraft "Chop-shops" - "you pay's yer money, you takes yer chance sonny" and true specialist spacecraft Engineers - "Speed cost's money Commander, how fast do you want to go?"

- OP (me):
Narrow the percentages for every consecutive roll after the first: bring down the upper limit of negative effects, and increase the lower limit of positive ones; thereby providing a good simulation of how a real-life engineer goes through a constant feedback loop to provide better results. This would still require players to spend a good amount of time farming materials and components to roll the dice, but it would cut down grinding time and RNG sucktacular-ness when rolling said dice.

- Mephane:
Remove commodity requirements from engineer upgrades entirely, and replace the global material storage limit with a per-material limit (of a similar magnitude as the global limit is right now).
- Mephane (another good idea):
What's really needed is either no limit at all (apart from the technical 4 billion limitation), or individual limits. Now 600 per material, that sounds much better.

- Fractal:
Either increase storage capacity OR reduce the list of components by a good 30%. And add possibility to store some commodity outside your ship

- CMDR ColD_ZA:
My solution to engineers would be to lock the upgrades behind rep with the engineers, and make their rep harder to get. That solves the problem of getting the players to experience the new content because they will have to do missions etc to get rep with the engineer... and once you done "grinding" rep, you can purchase the mods for credits; that way the grind is a one off. Also if you pick your special then you loose rep, and have to grind a bit more rep. My suggestion falls in line with the game's current philosophy, whereas the current system feels very tacked on/out of place, in my opinion

- moose666:
A lot of the materials are tiered versions of similar/the same thing, so my suggestion would be: Add a salvage merchant/junk dealer to stations, where you can trade your materials up and down the tiers i.e. 4 worn shield emitters = 1 shield emitter and vice versa.

- Snarfbuckle:
Another idea could be that the CMDR is allowed to set the DESIRED parameters for the job. The cost for the modification will increase exponentially the better the desired mod result. The modifications must be within the engineer rating. Adding surplus materials above the minimum allows for the engineer to test the design more and reduce the chance for a bad roll

Eera:
What it will be nice, is that the equipments upgrade is based on a simulation. Before to proceed to any upgrade, we could ask engineer to use an update simulator. This simulator could show the stats result. If the player think that those stats are acceptable, then, player could ask engineer to proceed to the upgrade and then use materials. If not, player could ask a new simulation, in cost of reputation or credits (less hard to get).

MuetDhiver:
Here is my take what could be improved: Possibility to exchange lower grade stuff for higher grade (e.g. 3 worn shield emiters for 1 shield emiter ), and vice versa (high grade -> low grade). Match missions rewards to pined blueprints materials requirements. Remove negative secondary effects. These really can screw upgrades hard. Make it an only positive "chancy" buff.
Muetdhiver (another good idea):
An elite explorer should get the rep for rank 3 access no question asked with exploration themed engineers.
Same for trading and combat rank with the coresponding themed engineers.

Becky:
How about having a few Stations dotted around that accept and resell engineer items as commodities. So people who don't want/need certain items can sell them there in a few central locations; and other people who need them can buy them at a small markup.

InDigital:
What about unlocking grades for Rear Admiral or Duke? Or if you are dangerous, deadly, elite? You know I mean unlocking grade at appropriate rank. Unlocking ability to buy upgrades or to buy materials at appropriate ranks. Again, i mean... ranks could come handy if Engineers could use em. All the spent time for ranking up should get some yield from the game.

Arjin:
Given that the list of materials huge, I would like to see them more concentrated per source, for example, USS - Degraded Emissions, would drop up to 5 specific materials at random but only from that pool of 5. USS-Encoded Emissions would drop a different group of 5 materials from it's pool, and always have a Private Data Cache available to scan which in turn would have its own specific pool of 5 data scans. This would help alleviate the sheer frustration for players in trying to find the materials/components as they would know that a specific source, signal, base, or loot from ships will always drop what they need. Even though this is still random, it is only from a pool of 5 materials per source which greatly reduces the enormous RNG of finding materials.


Original Post
Howdy folks

My intention is to address only one of the many new features in 2.1: the RNG (random number generator, for non-programmers) behind engineer-driven module upgrades. So here I go...

Firstly it feels very lazy (to me) that exceptionally specialized engineers in the game cannot define, with any modicum of precision, what the effects of a module upgrade will be. If the goal was to aim for realism, I dare say this is a miserable failure. These are supposed to be 30 ultra-specialized engineers in a galaxy with trillions of people, and quite possible billions of them engineers themselves. The exceptionally high quality of the work of these 30 masters of their craft should put them on-par with the likes the people at NASA or CERN here on 2016 Earth, but in this game they seem more like the kind of mechanics you'd find in a run-of-the-mill-backwater-planet's bicycle repair shop.

In the real world when you find yourself in need of a specialized engineer, and said professional asks that you provide the materials to complete the job, he/she will usually mention characteristics like the purity needed, clarity, strength, flexibility, tension, and so on. And if for some reason they're not easy to find, said engineer (the good ones anyway) will either ask you for more resources so he/she can get the source materials up to spec or will point you in the direction of someone who can. Regardless of how it's done, the finished job will rarely have such wildly varying results as the ones produced by the so-called "engineers" in this game. Do you think the Space Shuttle would fly straight if one of its rocket engines produced 10% less thrust than the other?

In the virtual world mechanics like RNG crafting are usually a source of much grief, particularly for those of us with real world lives (families, friends, jobs and careers), since the system can only be defeated by spending spectacularly long amounts of time grinding away in search of good rolls and supplies (the last roll was awful? well too bad, your materials are gone, off to the grind again). What makes the case of Elite Dangerous 2.1 worse, is the amount of upgrades available for such a large amount of modules and ships.

Image, for the sake of argument, that the RNG takes 1 of a maximum of 5 possible numbers every time the dice roll, and that the RNG cannot roll any of the previously selected numbers. This means it would take at most 5! (or 120) rolls of the dice to get the top score. For the sake of simplicity, I'll refer only to the average amount of rolls/materials needed, which is half that: 60.

If faster thrusters were the goal, you're in luck: farm ~60X times the materials needed and you will, after ~60 rolls, get what you want. If you're after two module upgrades... well, your job just became twice the hassle: you'll need ~120X as many materials and just as many rolls to get both modules with top or close to top-notch stats. There are a total of 8 Core Modules of which, I think, only 4 are worth the trouble of upgrading: FSD, Thrusters, Power Plant and Power Distributor (if any of you dear readers has a soft spot for Sensors, Life Support, or Fuel Tanks, please forgive me I meant no offense - and yes, I'm completely ignoring bulk heads, again, sorry).

Speaking of time... after grinding away what little free time you have looking for materials (granted, not all are hard to find), you have to factor in the seconds it takes for the engineer to roll the dice. It's an animation that takes about 3-5 seconds per roll. So for the simple example above, just rolling the dice 60 times would take 3-to-5 minutes of clicking and lightning fast reflexes to not pass up a good roll. There are also upgrades for non-core modules like Shield Generators, Shield Cells, FSD Interdictors and so on, so you can see how this whole process can get very tedious extremely fast.

Now the reality is that the RNG doesn't have a pool of only 5 numbers to pick from, it has a lot more: if you're in luck it's a 1-byte data type (C++ unsigned char) with 255 values in the pool. If FDev was particularly mischievous (which I can't confirm or deny, I haven't seen the code) they could be using a 2-byte data type (C++ short int) with 65,535 possible values in the pool, or worse, a regular sized 4-byte data type (C++ int) which would have 4,294,967,295 values in the pool. As if that wasn't bad enough, and if this works like any other RNG algorithm out there, it can and will roll any of the previously selected numbers. Which means we're talking to N-to-the-power-of-N combinations... now you get to multiply that for number of positive and negative effects listed in the recipe and out to farm we go! Yay! Fun! Not...

In conclusion, this is a horrible system, and while I do not wish to offend anyone at Frontier Developments, I would like to point out that whoever thought this would be a good gameplay mechanic deserves the equivalent of a Razzie award for Game Design.

PS: I do sincerely apologize if anything I wrote here offends you, dear reader. If you would like me to rephrase some of it (hopefully not all of it), please don't hesitate to ask me via private message or through a public reply. I will get to it as soon as I possibly can.


CLARIFICATION: My approach to the RNG mechanics behind the curtain was a bit unfair, to say the least. CMDR Runcible Shaw has correctly pointed out that it might not be as bad as I made it look. Neither of us may know (with any degree of certainty) how things were implemented by FD, but it would be unfair if I didn't even mention it. Here's his excellent explanation of how the RNG system might be implemented.

You can have a truly random distribution of number in which each number has an equal chance of appearing. So if the range of numbers is -1,000,000 to + 1,000,000, your chance of getting any number between those two is about 1/2,000,000. But, I highly doubt that's how the variability in the numbers produced by the engineers. I assume (possibly incorrectly) that the positive or negative effects of the Engineer upgrades follow a normalized distribution where the probability of getting a number clusters around a mean. This is much different than a truly random distribution in that you can tweak it to have any median value and spread you want. So, I could say that such-and-such upgrade has a median of +100 and a sigma of 10. Then there is something like a 99.8% chance that I'm going to get an improvement of between +70 and +130, and basically no chance that I'll get a negative result, which is not the same thing as evenly distributed randomness.
 
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Supported 100%.

Unlocking my first Engineer, and seeing that the first FSD range mod was barely worth having and would send me on a galaxy wide easter egg hunt doing things I don't particularly enjoy has taken away any motivation I had left. Adding insult to injury is the time required to scoop up the bloody things once they do drop, either resulting in time spent flying slowly towards stationary objects, or watching collector limpets do their thing... At what point was this approved as fun?

Was fully prepared to ignore the Engineers and enjoy the rest of the 2.1 updates, but as the mission system is STILL horribly broken I think I will probably just put this game on the shelf for a while. I still believe 2.1 was the do or die update for Elite, and I don't honestly think the game will recover from this... even the most prominent ED youtubers are finding it harder and harder to hide their disappointment, which is not a good sign!
 
Don't forget that for the higher grade modifications, you need rare materials, meaning most of the stuff you find now you will have to throw away as it becomes useless and you have to keep searching.
 
Unlocking my first Engineer, and seeing that the first FSD range mod was barely worth having and would send me on a galaxy wide easter egg hunt doing things I don't particularly enjoy has taken away any motivation I had left. Adding insult to injury is the time required to scoop up the bloody things once they do drop, either resulting in time spent flying slowly towards stationary objects, or watching collector limpets do their thing... At what point was this approved as fun?

This!! I completely forgot about it, thanks for bringing it up! +rep for you, good sir! :)

@Mephane, FDev won't let me give you more rep, sorry :(
 
hi,

i remember listening to an episode of "This American Life" that discussed games of chance & statistics.

at 1 point, the interviewer was asked to flip a coin 100 times, and list the results.

at some point, they flipped 12 (maybe more, faded brain) tails (losses) IN A ROW.

while this sounds like an exception, that was the purpose of the entire excercise. it seems statistically, good-sized spans of the same result will happen as a matter of course.

i know the devs are biasing the results to be better, but i'd sure hate to be on the short-end of a 12-try run - which is entirely possible.
 
I could deal with the RNG wheel of fortune for the upgrades, if the materials drops were not that much RNG based. Materials dropped from ships is alright (if you don't mind spending time scooping up the d*mn things), but some materials being mission rewards only and surface prospecting ?

God. I never used synthesis because spending hours shooting rocks in my SRV isn't exactly my idea of "fun", but getting the mission rewards material is down to pure luck. And I hate this.
 
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This RNGsus whell of god is needs to balanced or at least give us some proper material drops.Grinding is too heavy for this process without a station stash and good loot drops.
 
Well, regarding this one area of the 2.1 update, this morning I decided to upgrade the FSD for my Python.
After delivering the meta-alloy to felicity and then learning what was required, I researched where to find the materials, and scans, and mat drops. After around 8 hours I had successfully upgraded the FSD at level 1. This gave me 'nearly' an extra light year of jump range.
Then in order to unlock level 2 I then needed to deliberately waste (more mats scans etc) two more rolls on two other modules.
And next for the level 2 FSD upgrade I require everything that was required for the level 1 upgrade plus mine some unpronounceable mineral. Oh man....mining :(

So make what you will of that ?

Question is, how many people will simply not posses the inclination to do this? And as the op mentioned, some do not have this abundance of time.

Flimley
 
The OP put in to words exactly what has been troubling me in the past days following the launch of 2.1.

Perhaps the closest example to the current Engineer Modification system is product development:
I'm a tyre development engineer; when developing a product there can be unexpected results, for example:

We test a new tread compound that we expect to improve wet grip, we will build a set of project tyres then test them against a control set:

A - Control tyre - Usually a standard production tyre or the previous "Best" candidate from an earlier test, it is used as a baseline, a datum from which all other measurements will be compared.
B - Project build 1 - Using the development compound

Through vehicle testing we find that part B has better wet grip but comes at the cost of worse dry handling and tread chunking at high speed when compared to the Control.
(So that's one benefit and two disadvantages, right up to now it kinda follows the 2.1 mod method, but here's where it changes)
At this point we review the testing, see what we have learned and take the next step, working out what added the improvement and avoiding the disadvantages.

What we DON'T do is:
- Forget everything we've learnt and start from scratch (re-roll) with the same possible outcomes
- Change the production variant to use the development tread in the hope that the next round of testing keeps the benefits but changes the disadvantages
- Charge the end consumer for the very expensive privilege of carrying out development


A more acceptable approach in my mind would be guaranteed outcomes:

IRL you pay a Race Engine builder to produce an engine, you know that, for a considerable outlay in money and exotic parts, you are guaranteed to end up with an engine with enhanced characteristics.

This could be the same for component modification in game; there are fixed improvements that are incremental with the tier of the upgrade along with corresponding drawbacks e.g. longer jump distance but longer FSD charge time.
The upgrade still costs time, credits and loot but your time isn't wasted on the roll of the dice. You know what you're going to get for your investment.

If an element of RNG was still desired then perhaps only include this in the "Bonus" feature and then only have it cost credits to spin the "Bonus" roulette wheel.

Ultimately my game time is precious to me and I have foul luck so gambling game time and rare components in the hope to get a good outcome is not an option for me!
P.S. don't get me started on no off-ship module or loot storage!
 
I respectfully disagree. I like the randomness, I believe it makes every ship sort of "unique". Maybe you should try changing focus... I mean, instead of grinding and trying again and again to get everything at the maximum possible values, maybe just accept the random results as they are, and think of it like the "personality" of your ship. I believe this randomness is very good since it helps to avoid the tipical spreadsheet war, where there's only one or two possible options if you want to be "competitive". Of course it's only part of it, many other changes are in order but nonetheless I think it's a good thing.
And yes, I see your point that is not realistic, and I agree with that, it isn't. But I like it anyway because I truly believe it makes the game better.
 
Well, regarding this one area of the 2.1 update, this morning I decided to upgrade the FSD for my Python.
After delivering the meta-alloy to felicity and then learning what was required, I researched where to find the materials, and scans, and mat drops. After around 8 hours I had successfully upgraded the FSD at level 1. This gave me 'nearly' an extra light year of jump range.
Then in order to unlock level 2 I then needed to deliberately waste (more mats scans etc) two more rolls on two other modules.
And next for the level 2 FSD upgrade I require everything that was required for the level 1 upgrade plus mine some unpronounceable mineral. Oh man....mining :(

So make what you will of that ?

Question is, how many people will simply not posses the inclination to do this? And as the op mentioned, some do not have this abundance of time.

Flimley

This is a method like an exploit but instead it ridicules the game design. You actually do this in Monopoly (Braben's favourite game) but in Elite this is just silly - VERY SILLY! Yet we must do this to move on - Hell FD!!!
 
The Engineers are attempting to encourage interest beyond grinding; to go look beyond what you normally do. It was becoming very evident to FDev people were doing what some people are doing here, they're so focused on getting top game bonuses they focus on the mechanic not the intent behind the mechanic.

I've seen people complain about the RNG, and how it is unrealistic, but it's not really. The idea from what I see is Engineers are experimenting, which is why they're keen for specialist non-market parts that you find. They want to try things they don't know quite how are going to resolve, particularly in your particular set up. It's like taking a car that you've had refitted with a range of different parts that didn't come with the car then asking some whacky mechanic who loves explosions and pushing the envelope to put in some nitro engine - let's see what happens! The Engineer isn't doing multiple tests on your ship, for your help he/she does some changes on the fly then says "this is what I've done: I've overclocked some stuff - but unlike other less skilled engineers the odd balancing works, and your ship doesn't blow up when you turn the key!

Now this doesn't mean I think the mechanics are perfect, but the logic is there - these are eccentrics, their work isn't a guaranteed science. You find some stuff, they'll tweak some stuff. The immersion is meant to be what you get you decide whether you like or discard. It's rarely perfect *unless you're very lucky - which would be the case if you were dealing with dabblers* but has some benefits. The idea isn't you stack up rolls to get the ultimate weapons, its meant to be getting odd quickly updates to your ship and over time, you'll probably get some cool unique stuff - but Elite is open-ended, there's no finish line, we're meant to just meander not fixate.

They're making changes anyhow to give some flexibility, but ultimately even with that, if you're aiming to try and use Engineers to Max your ship, you'll be disappointed if that's your milestone over the next few months. I really don't feel this is meant to be used that way! :)
 
I could deal with the RNG wheel of fortune for the upgrades, if the materials drops were not that much RNG based. Materials dropped from ships is alright (if you don't mind spending time scooping up the d*mn things), but some materials being mission rewards only and surface prospecting ?

God. I never used synthesis because spending hours shooting rocks in my SRV isn't exactly my idea of "fun", but getting the mission rewards material is down to pure luck. And I hate this.

I wouldn't mind the SRV search if they did a few things to improve it. First being changing the sound requirements so that I don't have to listen and can listen to music or watch a show in the background.
They also need to make it so that materials discovered are documented.
While they are at it, adding the ability to detect materials on a planet with a surface scanner would be a great help.

The system is extremely RNG punishing.

RNG if you land on a planet with good rare/very rare drop rates.
RNG if the planet has what you want
RNG to get other materials
RNG to create the mod.

It's excessive use of RNG and extremely punishing to unlucky players. Maybe if mods were all optional, but since they introduce power creep that NPC's use it's just not enjoyable.
At this point I feel Elite Dangerous was more enjoyable without Horizons, and that's a damn shame.
 
Crafting and RNG upgrades are basically here because a) they are much cheaper and easier to implement than meaningful content (eg. hand-crafted missions with storylines), and b) because they create an enormous time sink "something for players to do".

Crafting systems have been BAD in every game I've encountered that has them, and Elite is no exception.
 
Agree with OP 100%. Have some rep.

This update has added much frustration for me in the form of RNG and grossly overpowered NPCs.
I cant see myself playing this much longer.
 
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